As many of us know, hooking the Windows API function, QueryPerformanceCounter is a method that Cheat Engine uses to modify clock, changing frames per second / making whole process run faster and sending packets faster than usual, thus making us do actions as fast as we want to.

Now, since position is still sent from client, you could always hook this winapi function, but since it has a lot of detection vectors when hooking (BattlEye is capable of detecting JMP hooks, not sure about IAT hooks), and not as easy to implement externally, not many people goes this way.

So what did I do?

I breakpointed QueryPerformanceFrequency and checked its return address, which got me into this function

this function is called every frame, if dword_DA05D0 is NULL, it sets dword_DA05D0 to QueryPerformanceFrequency.QuadPart, by checking xrefs of dword_DA05D0 I can tell that this function is the only function that sets dword_DA05D0, so we know that it will not change after it has been set here in first frame.
by looking at the xrefs of dword_DA05D0, I can tell that the global dword_DA05D0 is used in a lot of calculations; for example this code is executed every frame

so what if we try to change dword_DA05D0 to a smallar value, making the delta higher thus tricking the game to run faster
that's exactly what I tried, and it actually worked!
I tried dividing 0xDA05D0 to 2, which made my game run 2x faster, when I divided it by 10, it made my game run 10x faster.

keep in mind that eugen can always patch this by checking packets sent to server

credits:
@Jeffeeee ; for helping/giving ideas for me most of the reversing part
@RangeMachine ; for letting me know that packets are still sent from client and that hooking QPC still makes you run faster in DayZ 1.0
@ the person/people that developed cheat engine - ida - x64dbg - reclass